#version 450
#define MATERIALPLUGIN_1
#define DETAILDIRECTUV 0
#define DETAIL_NORMALBLENDMETHOD 0
#define DIFFUSEDIRECTUV 0
#define AMBIENTDIRECTUV 0
#define OPACITYDIRECTUV 0
#define EMISSIVEDIRECTUV 0
#define SPECULARDIRECTUV 0
#define BUMPDIRECTUV 0
#define SPECULARTERM
#define NORMAL
#define NUM_BONE_INFLUENCERS 0
#define BonesPerMesh 0
#define LIGHTMAPDIRECTUV 0
#define NUM_MORPH_INFLUENCERS 0
#define ALPHABLEND
#define PREPASS_IRRADIANCE_INDEX -1
#define PREPASS_ALBEDO_SQRT_INDEX -1
#define PREPASS_DEPTH_INDEX -1
#define PREPASS_NORMAL_INDEX -1
#define PREPASS_POSITION_INDEX -1
#define PREPASS_VELOCITY_INDEX -1
#define PREPASS_REFLECTIVITY_INDEX -1
#define SCENE_MRT_COUNT 0
#define VIGNETTEBLENDMODEMULTIPLY
#define SAMPLER3DGREENDEPTH
#define SAMPLER3DBGRMAP
#define ORDER_INDEPENDENT_TRANSPARENCY_16BITS
#define CAMERA_PERSPECTIVE
#define LIGHT0
#define HEMILIGHT0

#define SHADER_NAME fragment:default
precision highp float;
// Internals UBO

layout(set = 1, binding = 0) uniform Internals {
float yFactor_;
float textureOutputHeight_;
};

layout(std140,column_major) uniform;
layout(set = 1, binding = 1) uniform Material
{
vec4 diffuseLeftColor;
vec4 diffuseRightColor;
vec4 opacityParts;
vec4 reflectionLeftColor;
vec4 reflectionRightColor;
vec4 refractionLeftColor;
vec4 refractionRightColor;
vec4 emissiveLeftColor;
vec4 emissiveRightColor;
vec2 vDiffuseInfos;
vec2 vAmbientInfos;
vec2 vOpacityInfos;
vec2 vReflectionInfos;
vec3 vReflectionPosition;
vec3 vReflectionSize;
vec2 vEmissiveInfos;
vec2 vLightmapInfos;
vec2 vSpecularInfos;
vec3 vBumpInfos;
mat4 diffuseMatrix;
mat4 ambientMatrix;
mat4 opacityMatrix;
mat4 reflectionMatrix;
mat4 emissiveMatrix;
mat4 lightmapMatrix;
mat4 specularMatrix;
mat4 bumpMatrix;
vec2 vTangentSpaceParams;
float pointSize;
float alphaCutOff;
mat4 refractionMatrix;
vec4 vRefractionInfos;
vec3 vRefractionPosition;
vec3 vRefractionSize;
vec4 vSpecularColor;
vec3 vEmissiveColor;
vec4 vDiffuseColor;
vec3 vAmbientColor;
vec4 vDetailInfos;
mat4 detailMatrix;
};
layout(std140,column_major) uniform;
layout(set = 0, binding = 0) uniform Scene {
mat4 viewProjection;
mat4 view;
mat4 projection;
vec4 vEyePosition;
};
layout(std140,column_major) uniform;
layout(set = 1, binding = 2) uniform Mesh
{
mat4 world;
float visibility;
};
#define WORLD_UBO
#define CUSTOM_FRAGMENT_BEGIN
#define RECIPROCAL_PI2 0.15915494
layout(location = 0)  in vec3 vPositionW;
layout(location = 1)  in vec3 vNormalW;
const float PI=3.1415926535897932384626433832795;
const float HALF_MIN=5.96046448e-08;
const float LinearEncodePowerApprox=2.2;
const float GammaEncodePowerApprox=1.0/LinearEncodePowerApprox;
const vec3 LuminanceEncodeApprox=vec3(0.2126,0.7152,0.0722);
const float Epsilon=0.0000001;
#define saturate(x) clamp(x,0.0,1.0)
#define absEps(x) abs(x)+Epsilon
#define maxEps(x) max(x,Epsilon)
#define saturateEps(x) clamp(x,Epsilon,1.0)
mat3 transposeMat3(mat3 inMatrix) {
vec3 i0=inMatrix[0];
vec3 i1=inMatrix[1];
vec3 i2=inMatrix[2];
mat3 outMatrix=mat3(
vec3(i0.x,i1.x,i2.x),
vec3(i0.y,i1.y,i2.y),
vec3(i0.z,i1.z,i2.z)
);
return outMatrix;
}
mat3 inverseMat3(mat3 inMatrix) {
float a00=inMatrix[0][0],a01=inMatrix[0][1],a02=inMatrix[0][2];
float a10=inMatrix[1][0],a11=inMatrix[1][1],a12=inMatrix[1][2];
float a20=inMatrix[2][0],a21=inMatrix[2][1],a22=inMatrix[2][2];
float b01=a22*a11-a12*a21;
float b11=-a22*a10+a12*a20;
float b21=a21*a10-a11*a20;
float det=a00*b01+a01*b11+a02*b21;
return mat3(b01,(-a22*a01+a02*a21),(a12*a01-a02*a11),
b11,(a22*a00-a02*a20),(-a12*a00+a02*a10),
b21,(-a21*a00+a01*a20),(a11*a00-a01*a10))/det;
}
float toLinearSpace(float color)
{
return pow(color,LinearEncodePowerApprox);
}
vec3 toLinearSpace(vec3 color)
{
return pow(color,vec3(LinearEncodePowerApprox));
}
vec4 toLinearSpace(vec4 color)
{
return vec4(pow(color.rgb,vec3(LinearEncodePowerApprox)),color.a);
}
float toGammaSpace(float color)
{
return pow(color,GammaEncodePowerApprox);
}
vec3 toGammaSpace(vec3 color)
{
return pow(color,vec3(GammaEncodePowerApprox));
}
vec4 toGammaSpace(vec4 color)
{
return vec4(pow(color.rgb,vec3(GammaEncodePowerApprox)),color.a);
}
float square(float value)
{
return value*value;
}
vec3 square(vec3 value)
{
return value*value;
}
float pow5(float value) {
float sq=value*value;
return sq*sq*value;
}
float getLuminance(vec3 color)
{
return clamp(dot(color,LuminanceEncodeApprox),0.,1.);
}
float getRand(vec2 seed) {
return fract(sin(dot(seed.xy ,vec2(12.9898,78.233)))*43758.5453);
}
float dither(vec2 seed,float varianceAmount) {
float rand=getRand(seed);
float normVariance=varianceAmount/255.0;
float dither=mix(-normVariance,normVariance,rand);
return dither;
}
const float rgbdMaxRange=255.0;
vec4 toRGBD(vec3 color) {
float maxRGB=maxEps(max(color.r,max(color.g,color.b)));
float D =max(rgbdMaxRange/maxRGB,1.);
D =clamp(floor(D)/255.0,0.,1.);
vec3 rgb=color.rgb*D;
rgb=toGammaSpace(rgb);
return vec4(clamp(rgb,0.,1.),D);
}
vec3 fromRGBD(vec4 rgbd) {
rgbd.rgb=toLinearSpace(rgbd.rgb);
return rgbd.rgb/rgbd.a;
}
vec3 parallaxCorrectNormal( vec3 vertexPos,vec3 origVec,vec3 cubeSize,vec3 cubePos ) {
vec3 invOrigVec=vec3(1.0,1.0,1.0)/origVec;
vec3 halfSize=cubeSize*0.5;
vec3 intersecAtMaxPlane=(cubePos+halfSize-vertexPos)*invOrigVec;
vec3 intersecAtMinPlane=(cubePos-halfSize-vertexPos)*invOrigVec;
vec3 largestIntersec=max(intersecAtMaxPlane,intersecAtMinPlane);
float distance=min(min(largestIntersec.x,largestIntersec.y),largestIntersec.z);
vec3 intersectPositionWS=vertexPos+origVec*distance;
return intersectPositionWS-cubePos;
}
layout(set = 1, binding = 3) uniform Light0
{
vec4 vLightData;
vec4 vLightDiffuse;
vec4 vLightSpecular;
vec3 vLightGround;
vec4 shadowsInfo;
vec2 depthValues;
} light0;
struct lightingInfo
{
vec3 diffuse;
vec3 specular;
};
lightingInfo computeLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {
lightingInfo result;
vec3 lightVectorW;
float attenuation=1.0;
if (lightData.w==0.)
{
vec3 direction=lightData.xyz-vPositionW;
attenuation=max(0.,1.0-length(direction)/range);
lightVectorW=normalize(direction);
}
else
{
lightVectorW=normalize(-lightData.xyz);
}
float ndl=max(0.,dot(vNormal,lightVectorW));
result.diffuse=ndl*diffuseColor*attenuation;
vec3 angleW=normalize(viewDirectionW+lightVectorW);
float specComp=max(0.,dot(vNormal,angleW));
specComp=pow(specComp,max(1.,glossiness));
result.specular=specComp*specularColor*attenuation;
return result;
}
lightingInfo computeSpotLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec4 lightDirection,vec3 diffuseColor,vec3 specularColor,float range,float glossiness) {
lightingInfo result;
vec3 direction=lightData.xyz-vPositionW;
vec3 lightVectorW=normalize(direction);
float attenuation=max(0.,1.0-length(direction)/range);
float cosAngle=max(0.,dot(lightDirection.xyz,-lightVectorW));
if (cosAngle>=lightDirection.w)
{
cosAngle=max(0.,pow(cosAngle,lightData.w));
attenuation*=cosAngle;
float ndl=max(0.,dot(vNormal,lightVectorW));
result.diffuse=ndl*diffuseColor*attenuation;
vec3 angleW=normalize(viewDirectionW+lightVectorW);
float specComp=max(0.,dot(vNormal,angleW));
specComp=pow(specComp,max(1.,glossiness));
result.specular=specComp*specularColor*attenuation;
return result;
}
result.diffuse=vec3(0.);
result.specular=vec3(0.);
return result;
}
lightingInfo computeHemisphericLighting(vec3 viewDirectionW,vec3 vNormal,vec4 lightData,vec3 diffuseColor,vec3 specularColor,vec3 groundColor,float glossiness) {
lightingInfo result;
float ndl=dot(vNormal,lightData.xyz)*0.5+0.5;
result.diffuse=mix(groundColor,diffuseColor,ndl);
vec3 angleW=normalize(viewDirectionW+lightData.xyz);
float specComp=max(0.,dot(vNormal,angleW));
specComp=pow(specComp,max(1.,glossiness));
result.specular=specComp*specularColor;
return result;
}

#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_DEFINITIONS
vec4 applyImageProcessing(vec4 result) {
#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATSTART
result.rgb=toGammaSpace(result.rgb);
result.rgb=saturate(result.rgb);
#define CUSTOM_IMAGEPROCESSINGFUNCTIONS_UPDATERESULT_ATEND
return result;
}
#define CUSTOM_FRAGMENT_DEFINITIONS
layout(location = 0) out vec4 glFragColor;
void main(void) {
#define CUSTOM_FRAGMENT_MAIN_BEGIN
vec3 viewDirectionW=normalize(vEyePosition.xyz-vPositionW);
vec4 baseColor=vec4(1.,1.,1.,1.);
vec3 diffuseColor=vDiffuseColor.rgb;
float alpha=vDiffuseColor.a;
vec3 normalW=normalize(vNormalW);
vec2 uvOffset=vec2(0.0,0.0);
#define CUSTOM_FRAGMENT_UPDATE_DIFFUSE
vec3 baseAmbientColor=vec3(1.,1.,1.);
#define CUSTOM_FRAGMENT_BEFORE_LIGHTS
float glossiness=vSpecularColor.a;
vec3 specularColor=vSpecularColor.rgb;
vec3 diffuseBase=vec3(0.,0.,0.);
lightingInfo info;
vec3 specularBase=vec3(0.,0.,0.);
float shadow=1.;
info=computeHemisphericLighting(viewDirectionW,normalW,light0.vLightData,light0.vLightDiffuse.rgb,light0.vLightSpecular.rgb,light0.vLightGround,glossiness);
shadow=1.;
diffuseBase+=info.diffuse*shadow;
specularBase+=info.specular*shadow;
vec4 refractionColor=vec4(0.,0.,0.,1.);
vec4 reflectionColor=vec4(0.,0.,0.,1.);
vec3 emissiveColor=vEmissiveColor;
vec3 finalDiffuse=clamp(diffuseBase*diffuseColor+emissiveColor+vAmbientColor,0.0,1.0)*baseColor.rgb;
vec3 finalSpecular=specularBase*specularColor;
vec4 color=vec4(finalDiffuse*baseAmbientColor+finalSpecular+reflectionColor.rgb+refractionColor.rgb,alpha);
#define CUSTOM_FRAGMENT_BEFORE_FOG
color.rgb=max(color.rgb,0.);
color.a*=visibility;
#define CUSTOM_FRAGMENT_BEFORE_FRAGCOLOR
glFragColor=color;
#define CUSTOM_FRAGMENT_MAIN_END
}